Need help (Valve hammer editor)

The map lights completely

By P00ppy 8 months ago

I have a problem with my map lighting, lights completely without any reason. I have already put the entity "Linght enviroment" and some lights. And I'm sure that the skybox is sealed.

What could cause the problem?

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  • sToP !'s Levels
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    Posted 8 months ago

    you might have a leak which is not from an unsealed sky

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    Posted 8 months ago

    Like some entity outside the map, or some different brush unsealed. Please post your compile log, i want to see if rad is even used, cause if not that could also be the problem.

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    Posted 8 months ago

    There are many posible errors, without error log none of us can help.

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    Posted 8 months ago

    Posted by MPD

    There are many posible errors, without error log none of us can help.

    = Current hlcsg Settings =- Name | Setting | Default ---------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Wadinclude list : [zhlt.wad] entering c:\documents and settings\administrador\escritorio\emanuel\vhe mapas\csdekillallyourfriends\csdekillallyourfriends.map CreateBrush: (7.95 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (3.03 seconds) Using WAD File: \archivos de programa\valve\cstrike\torntextures.wad Warning: ::: Larger than expected texture (240172 bytes) Wad:wad[\archivos de programa\valve\cstrike\torntextures.wad] Texture[40:TKSTONEWALLHI] Warning: ::: Larger than expected texture (306812 bytes) Wad:wad[\archivos de programa\valve\cstrike\torntextures.wad] Texture[79:TKCLAYROOF] Warning: ::: Larger than expected texture (272812 bytes) Wad:wad[\archivos de programa\valve\cstrike\torntextures.wad] Texture[107:{TKPLANTLG] Warning: ::: Larger than expected texture (327212 bytes) Wad:wad[\archivos de programa\valve\cstrike\torntextures.wad] Texture[109:{TKPLANTSM] Warning: ::: Larger than expected texture (235412 bytes) Wad:wad[\archivos de programa\valve\cstrike\torntextures.wad] Texture[161:TKTORNMAP] Using WAD File: \archivos de programa\valve\cstrike\cs747.wad Using WAD File: \archivos de programa\valve\cstrike\csassault.wad Using WAD File: \archivos de programa\valve\cstrike\cscbble.wad Using WAD File: \archivos de programa\valve\cstrike\csdust.wad Using WAD File: \archivos de programa\valve\cstrike\cshavana.wad Using WAD File: \archivos de programa\valve\cstrike\csoffice.wad Using WAD File: \archivos de programa\valve\cstrike\cstrike.wad Using WAD File: \archivos de programa\valve\cstrike\destorm.wad Using WAD File: \archivos de programa\valve\cstrike\dewinter.wad Using WAD File: \archivos de programa\valve\cstrike\itsitaly.wad Using WAD File: \archivos de programa\valve\cstrike\prodigy.wad Using WAD File: \archivos de programa\valve\cstrike\csbdog.wad Using WAD File: \archivos de programa\valve\cstrike\cached.wad Using WAD File: \archivos de programa\valve\cstrike\cstraining.wad Using WAD File: \archivos de programa\valve\cstrike\kayf.wad added 1 additional animating textures. Texture usage is at 2.25 mb (of 4.00 mb MAX) 12.02 seconds elapsed ----- END hlcsg ----- hlbsp v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlbsp ----- Command line: C:\DOCUME~1\ADMINI~1\ESCRIT~1\EmanueL\VHE\Mappeo\zhlt253\hlbsp.exe "c:\documents and settings\administrador\escritorio\emanuel\vhe mapas\csdekillallyourfriends\csdekillallyourfriends" -= Current hlbsp Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096) BSP generation successful, writing portal file 'c:\documents and settings\administrador\escritorio\emanuel\vhe mapas\csdekillallyourfriends\csdekillallyourfriends.prt' 10.34 seconds elapsed ----- END hlbsp ----- hlvis v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlvis ----- Command line: C:\DOCUME~1\ADMINI~1\ESCRIT~1\EmanueL\VHE\Mappeo\zhlt253\hlvis.exe "c:\documents and settings\administrador\escritorio\emanuel\vhe mapas\csdekillallyourfriends\csdekillallyourfriends" -= Current hlvis Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] fast vis [ off ] [ off ] full vis [ off ] [ off ] 2135 portalleafs 6838 numportals BasePortalVis: (19.69 seconds) LeafThread: (833.66 seconds) Warning: Leaf portals saw into leaf Problem at portal between leaves 1601 and 1603: (1837.429 -425.268 -132.000) (1816.198 -1104.672 -144.000) (1815.986 -1111.437 -144.000) (1815.986 -1111.437 -132.000) average leafs visible: 249 gvisdatasize:212240 compressed from 570045 853.64 seconds elapsed [14m 13s] ----- END hlvis ----- hlrad v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlrad ----- Command line: C:\DOCUME~1\ADMINI~1\ESCRIT~1\EmanueL\VHE\Mappeo\zhlt253\hlrad.exe "c:\documents and settings\administrador\escritorio\emanuel\vhe mapas\csdekillallyourfriends\csdekillallyourfriends" -= Current hlrad Settings =- Name | Setting | Default --------------------|---------------------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] vismatrix algorithm [ Original ] [ Original ] oversampling (-extra)[ off ] [ off ] bounces [ 1 ] [ 1 ] ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ] maximum light [ 256.000 ] [ 256.000 ] circus mode [ off ] [ off ] smoothing threshold [ 50.000 ] [ 50.000 ] direct threshold [ 25.000 ] [ 25.000 ] direct light scale [ 2.000 ] [ 2.000 ] coring threshold [ 1.000 ] [ 1.000 ] patch interpolation [ on ] [ on ] texscale [ on ] [ on ] patch subdividing [ on ] [ on ] chop value [ 64.000 ] [ 64.000 ] texchop value [ 32.000 ] [ 32.000 ] global fade [ 1.000 ] [ 1.000 ] global falloff [ 2 ] [ 2 ] global light scale [ 1.000 ] [ 1.000 ] global gamma amount [ 0.500 ] [ 0.500 ] global sky diffusion [ 1.000 ] [ 1.000 ] opaque entities [ on ] [ on ] sky lighting fix [ on ] [ on ] incremental [ off ] [ off ] dump [ off ] [ off ] 12256 faces Create Patches : 77711 base patches 0 opaque faces 912065 square feet [131337440.00 square inches] Error: Exceeded MAXPATCHES Description: The map has a problem which must be fixed Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem ----- END hlrad -----

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    Posted 8 months ago

    When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1. If you use Batch Compiler to compile your map, you can try editing the patches option in RAD, if not, i supose there must be a compiling command to do so.

    Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

    If you have not boxed in your level, then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower. Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer patches for lighting.

    Sorry if its a lot to read, i wish that helps you out :)

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    Posted 8 months ago

    Posted by Santi

    When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. . . Sorry if its a lot to read, i wish that helps you out :)

    Excellent my friend. I would also like to point out that you can add -chop [your value here] to override the default size of patch value. You can do this by adding that chop parameter as rad parameter. For now, try checking for errors by pressing alt+p . Also, try compiling without vis and see if lighting gets rendered properly.

    Oh and the default chop value is 64.

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    Posted 8 months ago

    Posted by shash7

    Posted by Santi

    When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. . . Sorry if its a lot to read, i wish that helps you out :)

    Excellent my friend. I would also like to point out that you can add -chop [your value here] to override the default size of patch value. You can do this by adding that chop parameter as rad parameter. For now, try checking for errors by pressing alt+p . Also, try compiling without vis and see if lighting gets rendered properly.

    Oh and the default chop value is 64.

    Thats how I do it too :)

    Posted by P00ppies

    Posted by MPD

    There are many posible errors, without error log none of us can help.

    = Current hlcsg Settings =- Name | Setting | Default ---------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Wadinclude list : [zhlt.wad].....Error: Exceeded MAX_PATCHES Description: The map has a problem which must be fixed Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem ----- END hlrad -----

    next time put it in code block (after a test, it's probably not working :/ )

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    Posted 8 months ago

    Posted by Santi

    When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1. If you use Batch Compiler to compile your map, you can try editing the patches option in RAD, if not, i supose there must be a compiling command to do so.

    Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

    If you have not boxed in your level, then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower. Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer patches for lighting.

    Sorry if its a lot to read, i wish that helps you out :)

    I read it before, but I do not understand what the solution is not completely English, which resumirme you could be the best solution?

    Blablanite
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